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KSP2 Release Notes
Everything posted by sal_vager
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Fullscreen Windowed
sal_vager replied to micho.todorovich's topic in KSP1 Suggestions & Development Discussion
Hi @micho.todorovich. Squad has never supported this option with KSP, the -popupwindow command line argument, like all the command line arguments that players use with KSP are features of the Unity Technologies Unity3D game engine. Squad has no control over these and cannot fix them should they cease to function, so this far from being laziness, as a developer you would also be reluctant to provide support for other peoples code. As for your issue, make sure you have fullscreen disabled when you use -popupwindow, otherwise you will have the effect you describe. Hope this helps. -
I think my game is broken
sal_vager replied to Emerald1337's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @Emerald1337, can you please post the full log and your dxdiag hardware report either here in spoiler tags (eye icon) or on a paste site such as hastebin, pastebin etc. Thank you. -
Any KSP_Data editor thats compatible with U5?
sal_vager replied to panzer1b's topic in KSP1 Mods Discussions
Hi Panzer1b, I don't think there's any tools for Unity5 asset files that aren't Unity itself, maybe try the Unity site. Please remember that Squad code and assets within the Unity asset files are Squad property, but creating your own asset files should work, they might even load faster. -
KSP causes crashes in gnome 3
sal_vager replied to viashimo's topic in KSP1 Technical Support (PC, unmodded installs)
Okay, other things you can try are staring KSP with the command line arguments: -force-glcore -force-gfx-direct These can be added to the 'Set launch options' box in Steam. Another thing that might work is lowering the resolution width and height manually by 1 (one) pixel, to do this you need to edit the settings.cfg It may also be worth knowing that this issue doesn't happen with the xfce desktop. -
(1.1.3, OSX) Flickering flag
sal_vager replied to Delta_8930's topic in KSP1 Technical Support (PC, unmodded installs)
Yes the flickering will still happen with OSX 10.11.05, the bug seems to be in Unity rather than OSX though. -
Hi @Jonfliesgoats, welcome to the Kerbal Space Program forums, sorry it couldn't have been under better circumstances. None of us here on the forums deal with customer accounts, and Squad only manages their own store accounts here, Squad is unable to provide support for purchases made via a 3rd party such as GoG, Steam, the Sony network or the Microsoft store. You can contact Microsoft regarding purchases made in the last 30 days via your order history page, more info here, and you can also contact Microsoft game support on this page. The issues with the console versions are known and are a high priority for Squad and for Flying Tiger Entertainment who are responsible for the console port, a patch is being developed and both Squad and Flying Tiger are working to ensure that it will meet the standards expected by fans of Kerbal Space Program. Please be assured that no one at Squad wishes their fans to have a poor experience and they are doing all they can to remedy this.
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(1.1.3, OSX) Flickering flag
sal_vager replied to Delta_8930's topic in KSP1 Technical Support (PC, unmodded installs)
Unfortunately there is no fix for this at this time, but KSP 1.2 should use a newer version of the Unity3D engine and that should address compatibility issues with the older OSX gpu drivers. -
KSP causes crashes in gnome 3
sal_vager replied to viashimo's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @viashimo, the version of the Unity3D engine that was used for 1.1.3 is buggy on Linux, particularly with Intel and AMD gpu's, this should be fixed in later versions of Unity3D and Squad have always tried to keep pace with Unity3D versions with each release of KSP. There are a number of possible workarounds but this is most likely what you need. "Gnome/UnityDE/IceWM/lxde/Xserver crashes when I start/change resolution in KSP!" (New for 1.1) This seems to be OOM killer killing Xorg, try this fix by @Psycho_zs -
Thank you for everything you've done, for the community, the moderators and for me.
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KSP rebuil in UE4
sal_vager replied to MrFibunacci's topic in KSP1 Modelling and Texturing Discussion
Nope, it won't count as long as it's for your own use, but please don't distribute or publish work containing Squad assets The code is proprietary though, so you are not allowed to reverse engineer any part of KSP, this turns out to be important as the planets are generated by code from a seed, that's why you can't find them. There have been a few attempts at KSP'alikes including a web browser version, and it's great to see what people can do with this genre, so it'll be cool to see how you get on. Good luck! -
PS4 controller on linux (1.1.3)
sal_vager replied to Snarfster's topic in KSP1 Technical Support (PC, unmodded installs)
The only information would be in the KSP.log, Player.log and settings.cfg, as your log already shows the controller we know it was detected, but the controller must be present when KSP starts for it to work correctly. I assume you are using the axis bindings part of the settings screen when you try to bind the controllers thumbsticks? They will not be detected when binding to the pitch, roll or yaw keybindings. Also make sure you have calibrated the controller, js-test can do this on Debian based distros. -
PS4 controller on linux (1.1.3)
sal_vager replied to Snarfster's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @Snarfster, have you tried restarting KSP with the controller still attached? Everything should be working except binding the triggers as buttons, as they are axis they can only be used for axis bindings. Here's my settings file with the PS4 controller thumbsticks bound to pitch, roll, yaw and throttle. -
AGU (Klaw) Free Pivot doesn't work
sal_vager replied to Twreed87's topic in KSP1 Technical Support (PC, unmodded installs)
It's a known bug, but should be fixed in 1.2 -
Bugged Linux CPU usage
sal_vager replied to Tim_p's topic in KSP1 Technical Support (PC, unmodded installs)
Interesting read @Tim_p, it's good news if it's really fixed in Unity 5.4, you should find that KSP 1.2 doesn't have this problem. -
Linux -- Saved Game Vanished
sal_vager replied to red_philosophy's topic in KSP1 Technical Support (PC, unmodded installs)
That means one or more of the old saves is broken, try one at a time to find which one is not working. Most likely the save is missing the persistent.sfs or it is corrupted, you can replace it with the last file from the backups folder in the save folder.- 7 replies
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Bugged Linux CPU usage
sal_vager replied to Tim_p's topic in KSP1 Technical Support (PC, unmodded installs)
Do you have a link to a Unity thread on this @Tim_p? I wasn't able to find one. -
Can't play the game
sal_vager replied to Lorenzo & Filippo's topic in KSP1 Technical Support (PC, unmodded installs)
Chrome shouldn't be a problem, I was concerned you might have an over enthusiastic anti virus. -
Can't play the game
sal_vager replied to Lorenzo & Filippo's topic in KSP1 Technical Support (PC, unmodded installs)
@Whovian41110, one more thing, what else are you running when playing KSP? Can you take screenshots of your taskmanager showing your running processes please. -
There's the KSP.log file in the same folder as the KSP.exe, and the output_log.txt is in KSP_Data. Also, use the run or find programs box in the start menu to open dxdiag (type in dxdiag), you can use dxdiag to save a hardware report as a text file. Please put these three files on dropbox, googledrive or something and post the links to them here, don't forget to make them public so we can access them.
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Can't play the game
sal_vager replied to Lorenzo & Filippo's topic in KSP1 Technical Support (PC, unmodded installs)
I can't find anything to suggest this drive would have a problem, but I'd still recommend testing a USB stick or an external drive, replacing the internal drive on a laptop just to test this is asking too much. Likely it won't change anything but it would at least rule it out as a cause. -
Bugged Linux CPU usage
sal_vager replied to Tim_p's topic in KSP1 Technical Support (PC, unmodded installs)
You reminded me of something, we used to have to restrict KSP to one or two cores on Phenom cpu's, Windows users did this in the taskmanager and we can do this using the taskset command. And yes, Squad will update Unity during each release cycle, though the actual release may be one or two behind Unity, this may not result in a fix however as the multithreading is handled by Nvidia's PhysX engine built into Unity which is currently on 3.3, so it will rely on Nvidia to provide an update for Unity to fix this.